User prompt
Please fix the bug: 'Script error.' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 325
User prompt
Implement 1-3
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 325
User prompt
Implement 1
User prompt
I still only see scoreā¦
User prompt
Now i only see the score
User prompt
Now how can i make the hud readable, currently its all displayed one over the other and at diffrent sizes, i want it to be in the top right of the screan neatly one on top of the other
User prompt
Please double check the entire code and update it to adhere to the guidlines
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: drops' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: drops' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Stack each above one another in an even stack with the same size
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: drops' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: dayCounterTxt' in or related to this line: 'dayCounterTxt.setText('Day: ' + currentDay);' Line Number: 281
User prompt
Create a single hud to display the stars drops day and score counters
User prompt
start by verifying that the day counter increments correctly in response to the game's tick count, then ensure that the display text for the counter is updated each time the counter changes.
User prompt
Creat a new counter that displays what day were on in the game underneath score
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: spawnWaterDroplet' in or related to this line: 'spawnWaterDroplet.frequency = Math.floor(spawnWaterDroplet.frequency * 0.9);' Line Number: 276
User prompt
1. unlimited days, days progress as 24 seconds in the game, each day descending assets increase at an exponential rate, assets will also increase in frequency by 10 percent each day.
User prompt
How can i make this game better, i want to add levels aka days
User prompt
I want the player asset to face flip the direction its facing when clicked
User prompt
Make sure the player rotates when clicked
User prompt
Now 4
User prompt
Now 3
/**** * Classes ****/ var BackgroundColorTransition = Container.expand(function () { var self = Container.call(this); self.speed = 0.01; self.update = function () { var color = Math.sin(LK.ticks * self.speed) * 0.5 + 0.5; var r = Math.floor(color * 135); var g = Math.floor(color * 206); var b = Math.floor(color * 235); var hex = (r << 16) + (g << 8) + b; game.setBackgroundColor(hex); }; }); var BadCollector = Container.expand(function () { var self = Container.call(this); var badCollectorGraphics = self.attachAsset('badItem', { anchorX: 0.5, anchorY: 0.5 }); self.x = 100; // Position on the left side self.y = 2100; // Adjusted to be in line with the player and within view }); var BadDropletCollector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('badCollector', { anchorX: 0.5, anchorY: 0.5, zIndex: 10 }); self.x = 100; // Ensure it's positioned on the left side of the screen self.y = 2100; // Adjusted to be in line with the player and within view }); var BadWaterDroplet = Container.expand(function () { var self = Container.call(this); var badDropletGraphics = self.attachAsset('badWaterDroplet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.25 * 1.5625; // Increase base speed by 56.25% self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; }; }); var BadWatermelon = Container.expand(function () { var self = Container.call(this); var badWatermelonGraphics = self.attachAsset('badWatermelon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1 * 1.5625; // Increase base speed by 56.25% self.rotationSpeed = 0.025; self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; self.rotation += self.rotationSpeed; }; }); var Collector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.x = 1948; // Position on the right side self.y = 2400; // Near bottom }); var DropCollector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('collector', { anchorX: 0.5, anchorY: 0.5 }); self.x = 1948; // Position on the right side self.y = 2400; // Near bottom }); var GoodDropletCollector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('collector', { anchorX: 0.5, anchorY: 0.5, zIndex: 10 }); self.x = 2048 - 500; // Ensure it's positioned on the right side of the screen, accounting for its width self.y = 2400; // Near bottom }); var Moon = Container.expand(function () { var self = Container.call(this); var moonGraphics = self.attachAsset('moon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.move = function () { if (sun.x < 0 || sun.x > 2048) { self.x += self.speed; self.scale.x -= 0.001; self.scale.y -= 0.001; if (self.x > 2048) { self.x = -200; self.scale.x = 1; self.scale.y = 1; } } self.rotation += 0.01; }; }); var Player = Container.expand(function () { var self = Container.call(this); this.on('down', function () { this.isDragging = true; this.scale.x *= -1; // Flip the player asset direction }); this.on('up', function () { this.isDragging = false; }); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Player update logic here if (this.isDragging) { this.rotation += 0.1; // Rotate the player when dragging } if (this.isNearGoodCollector() && this.goodDroplets > 0) { this.dropOffGoodDroplets(); } // Check if player is near the star collector to offload stars if (this.x < 300 && stars > 0) { LK.setScore(LK.getScore() + stars * 10); // Convert stars to score stars = 0; // Reset stars to 0 after offloading starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display } // Check if player is near the drop collector to offload drops if (this.x > 1748 && drops > 0) { LK.setScore(LK.getScore() + drops * 15); // Convert drops to score drops = 0; // Reset drops to 0 after offloading dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display } }; }); var StarCollector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('badCollector', { anchorX: 0.5, anchorY: 0.5 }); self.x = 100; // Position on the left side self.y = 2400; // Near bottom }); var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.move = function () { if (moon.x < 0 || moon.x > 2048) { self.x += self.speed; self.scale.x -= 0.001; self.scale.y -= 0.001; if (self.x > 2048) { self.x = -200; self.scale.x = 1; self.scale.y = 1; } } self.rotation += 0.01; }; }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree' + Math.floor(Math.random() * 5 + 1), { anchorX: 0.5, anchorY: 1 }); }); var WaterDroplet = Container.expand(function () { var self = Container.call(this); var dropletGraphics = self.attachAsset('waterDroplet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.45 * 1.5625; // Increase base speed by 56.25% self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; }; }); var Watermelon = Container.expand(function () { var self = Container.call(this); var watermelonGraphics = self.attachAsset('watermelon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.5 * 1.5625; // Increase base speed by 56.25% self.rotationSpeed = 0.025; // Rotation speed quartered self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; self.rotation += self.rotationSpeed; // Apply rotation }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ // Global variables to track the current day and time since the last day change // Initialize stars score to track the number of bad water droplets collected var currentDay = 1; var timeSinceLastDay = 0; var dayDurationTicks = 24 * 60; // 24 seconds, assuming 60FPS // Function to update the day and adjust game difficulty function updateDay() { timeSinceLastDay += 1; if (timeSinceLastDay >= dayDurationTicks) { currentDay += 1; timeSinceLastDay = 0; // Increase the speed and frequency of assets for the new day WaterDroplet.prototype.speed *= Math.pow(1.1, currentDay); Watermelon.prototype.speed *= Math.pow(1.1, currentDay); BadWaterDroplet.prototype.speed *= Math.pow(1.1, currentDay); BadWatermelon.prototype.speed *= Math.pow(1.1, currentDay); // Previously attempted to modify spawn frequency directly, which is not applicable as spawnWaterDroplet is not defined as an object with a frequency property. } } // Call updateDay function every tick LK.on('tick', function () { updateDay(); hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore()); }); var hudCounters = { stars: 0, drops: 0, day: 1, score: 0 }; var stars = 0; var drops = 0; var stars = 0; var hudText = new Text2('', { size: 50, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); LK.gui.topRight.addChild(hudText); function updateHUD() { hudText.setText('Stars: ' + stars + '\nDrops: ' + drops + '\nDay: ' + currentDay + '\nScore: ' + LK.getScore()); hudText.y = 0; // Start from the top of the topRight anchor } // Ensure updateHUD is called whenever HUD needs to be updated. updateHUD(); var backgroundColorTransition = game.addChild(new BackgroundColorTransition()); // GameState Manager var ground = game.addChild(LK.getAsset('ground', { x: 0, y: 2532 })); // Ensure one tree is always on the left side of the map var leftTree = new Tree(); leftTree.x = 0; // Position at the extreme left leftTree.y = ground.y - leftTree.height / 20; game.addChild(leftTree); // Ensure one tree is always on the right side of the map var rightTree = new Tree(); rightTree.x = 2048 - rightTree.width; // Position at the extreme right rightTree.y = ground.y - rightTree.height / 20; game.addChild(rightTree); // Add remaining trees randomly for (var i = 0; i < 8; i++) { var tree = new Tree(); tree.x = Math.random() * 2048; tree.y = ground.y - tree.height / 20; game.addChild(tree); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) { descriptor.writable = true; } Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) { _defineProperties(Constructor.prototype, protoProps); } if (staticProps) { _defineProperties(Constructor, staticProps); } Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var GameStateManager = /*#__PURE__*/function () { function GameStateManager() { _classCallCheck(this, GameStateManager); this.currentState = 'Start'; } _createClass(GameStateManager, [{ key: "setState", value: function setState(newState) { this.currentState = newState; switch (this.currentState) { case 'Start': // Initialize or reset game state break; case 'Playing': // Game is in playing state break; case 'Paused': // Game is paused break; case 'GameOver': // Handle game over logic LK.showGameOver(); break; } } }, { key: "getState", value: function getState() { return this.currentState; } }]); return GameStateManager; }(); var gameStateManager = new GameStateManager(); var currentLevel = 1; var levelDurationTicks = 1800; // 30 seconds per level var levelStartTick = 0; // The tick count when the current level started function advanceLevel() { currentLevel++; levelStartTick = LK.ticks; // Reset or increase difficulty here // For example, increase the speed of falling objects WaterDroplet.prototype.speed *= 1.1; Watermelon.prototype.speed *= 1.1; BadWaterDroplet.prototype.speed *= 1.1; BadWatermelon.prototype.speed *= 1.1; // Optionally, reset player position or state if needed } // Check for level advancement in the game's main tick function LK.on('tick', function () { if (LK.ticks - levelStartTick >= levelDurationTicks) { advanceLevel(); } // Existing tick code... }); // Start Screen var startScreen = new Container(); var startText = new Text2('Tap to Start', { size: 100, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); startScreen.addChild(startText); LK.gui.center.addChild(startScreen); startScreen.on('down', function () { gameStateManager.setState('Playing'); LK.gui.center.removeChild(startScreen); }); // This block has been removed as it's redundant with the existing startScreen 'down' event listener which handles both touch and mouse inputs. gameStateManager.setState('Start'); var scoreTxt = new Text2('Score: 0', { size: 150, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); // Initialize score display LK.gui.top.addChild(scoreTxt); game.on('up', function () { player.isDragging = false; }); game.on('move', function (obj) { if (player.isDragging) { var pos = obj.event.getLocalPosition(game); player.x = Math.max(0, Math.min(2048 - player.width / 2, pos.x)); } }); game.on('mousedown', function (obj) { player.isDragging = true; }); // Make player draggable with mouse game.on('mouseup', function () { player.isDragging = false; }); // Stop dragging player with mouse var player = game.addChild(new Player()); player.x = 1024; // Center horizontally player.y = 2400; // Near bottom var droplets = []; var watermelons = []; var score = 0; // This code block has been removed to implement drag to move functionality. // The new functionality will be implemented in the following changes. var sun = game.addChild(new Sun()); sun.x = -200; sun.y = 100; var moon = game.addChild(new Moon()); moon.x = -200; moon.y = 300; LK.on('tick', function () { backgroundColorTransition.update(); sun.move(); moon.move(); // Move droplets and watermelons droplets.forEach(function (droplet, index) { droplet.move(); if (droplet.y > 2732) { // Off screen score -= 1; // Decrease score by -1 if droplet is missed scoreTxt.setText('Score: ' + score); // Update the score display droplet.destroy(); droplets.splice(index, 1); } else if (player.intersects(droplet)) { // Collect droplets without immediately affecting the score if (droplet instanceof WaterDroplet) { drops += 1; // Increment drops for each good droplet collected dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display } else if (droplet instanceof BadWaterDroplet) { stars += 1; // Increment stars for each bad droplet collected starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display } droplet.destroy(); droplets.splice(index, 1); } }); watermelons.forEach(function (watermelon, index) { watermelon.move(); if (watermelon.y > 2732) { // Off screen watermelon.destroy(); watermelons.splice(index, 1); } else if (player.intersects(watermelon)) { // Check if the watermelon is bad var badWatermelonCount = 0; // End the game if 5 bad watermelons are collected if (badWatermelonCount >= 5) { gameStateManager.setState('GameOver'); } if (watermelon instanceof BadWatermelon) { score -= 5; // Subtract 5 points for bad watermelon badWatermelonCount++; if (badWatermelonCount >= 5) { gameStateManager.setState('GameOver'); } } else { score += 5; // Watermelons give a bigger boost } watermelon.destroy(); watermelons.splice(index, 1); } }); // Spawn droplets and watermelons // Spawn water droplets function function spawnWaterDroplet() { var newDroplet = new WaterDroplet(); newDroplet.x = Math.random() * (2048 - newDroplet.width) + newDroplet.width / 2; newDroplet.y = 0; droplets.push(newDroplet); game.addChild(newDroplet); } // Call spawnWaterDroplet every second if (gameStateManager.getState() === 'Playing' && LK.ticks % 60 == 0) { spawnWaterDroplet(); } if (gameStateManager.getState() === 'Playing' && LK.ticks % 144 == 0) { var newBadDroplet = new BadWaterDroplet(); newBadDroplet.x = Math.random() * 2048; newBadDroplet.y = 0; droplets.push(newBadDroplet); game.addChild(newBadDroplet); } // Spawn watermelons function function spawnWatermelon() { var newWatermelon = new Watermelon(); newWatermelon.x = Math.random() * 2048; newWatermelon.y = 0; watermelons.push(newWatermelon); game.addChild(newWatermelon); } // Call spawnWatermelon every 5 seconds if (gameStateManager.getState() === 'Playing' && LK.ticks % 300 == 0) { spawnWatermelon(); } if (gameStateManager.getState() === 'Playing' && LK.ticks % 800 == 0) { var newBadWatermelon = new BadWatermelon(); newBadWatermelon.x = Math.random() * 2048; newBadWatermelon.y = 0; watermelons.push(newBadWatermelon); game.addChild(newBadWatermelon); } // Update score display scoreTxt.setText('Score: ' + score); // End the game if score reaches zero if (score <= -1) { gameStateManager.setState('GameOver'); } // Increase the speed of all descending assets by 50 percent each time the score goes up by 10 if (score % 10 === 0 && score !== 0) { WaterDroplet.prototype.speed *= 1.5; Watermelon.prototype.speed *= 1.5; BadWaterDroplet.prototype.speed *= 1.5; BadWatermelon.prototype.speed *= 1.5; } });
===================================================================
--- original.js
+++ change.js
@@ -260,14 +260,20 @@
};
var stars = 0;
var drops = 0;
var stars = 0;
-var hudText = new Text2('Stars: ' + hudCounters.stars + ' | Drops: ' + hudCounters.drops + ' | Day: ' + hudCounters.day + ' | Score: ' + hudCounters.score, {
- size: 100,
+var hudText = new Text2('', {
+ size: 50,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
-LK.gui.top.addChild(hudText);
+LK.gui.topRight.addChild(hudText);
+function updateHUD() {
+ hudText.setText('Stars: ' + stars + '\nDrops: ' + drops + '\nDay: ' + currentDay + '\nScore: ' + LK.getScore());
+ hudText.y = 0; // Start from the top of the topRight anchor
+}
+// Ensure updateHUD is called whenever HUD needs to be updated.
+updateHUD();
var backgroundColorTransition = game.addChild(new BackgroundColorTransition());
// GameState Manager
var ground = game.addChild(LK.getAsset('ground', {
x: 0,
8 bit watermelon slice no shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Punk rock
8 bit moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit sun solar flare. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit tree. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit forrest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Add a lake
8 bit meteor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Define the b order and keep the center transperent
Retro art rain cloud with lighting bolt coming out the bottom 2d pixel art button logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.